# Cleanup Sometimes you may need to do some cleanup when destroying a component or after a side-effect from a source update. Vide provides a function `cleanup()` which is used to register a cleanup callback for the next time the reactive scope it is called in re-runs. ```lua locla mount = vide.mount local source = vide.source local cleanup = vide.cleanup local function Timer() local count = source(0) local con = game:GetService("RunService").Heartbeat:Connect(function(dt) count(count() + dt) end) cleanup(function() con:Disconnect() end) return create "TextButton" { Position = UDim2.fromOffset(300, 300), Size = UDim2.fromOffset(200, 50), Text = function() return "seconds: " .. math.floor(count()) end, } end local unmount = mount(Timer) unmount() -- all registered cleanups are ran, heartbeat connection stopped ``` In the above example, this allows us to disconnect the heartbeat connection when the timer component is destroyed, whether that is from unmounting the app or if it is dynamically created by a control-flow function, which will be covered next. This is another reason why `mount()` is used at the top level of your app, so that any registered cleanups created by your app components can be ran when they are destroyed. The reactive graph for the above example: ```mermaid %%{init: { "theme": "base", "themeVariables": { "primaryColor": "#1B1B1F", "primaryTextColor": "#fff", "primaryBorderColor": "#1B1B1F", "lineColor": "#79B8FF", "tertiaryColor": "#161618", "tertiaryBorderColor": "#161618" } }}%% flowchart subgraph root direction LR cleanup([cleanup]) ~~~ count count --> bind[text binding] end ```